VR Expansion Plugin

Pushed a commit to the plugin repository

Template changes



Fixed a teleport controller bug with moving it too quickly and it ignoring the navigation mesh,  is a problem with Epics template setup that I copied over for people, so be warned if using their default teleport setup.

Added an option to the laser beam on the teleport controller to use smoothed (wobbly) motion like the VREditor uses (see below in plugin notes)




Fixed min distance clamping with the vr slider component (oops).   
Also added CurrentSliderProgress variable that is calculated during movement.   
Ranges from 0.0 - 1.0 with 1.0 being 100% and 0 being 0%, also works for along the spline  
component it is following.   
Added SetSplineComponentToFollow function to either add or clear the follow spline.  

Fixed a bug with the VRStereoWidget where in packaged builds the compiler was resolving to the wrong namespace and not using my custom scene proxy.   


Added Euro Low Pass Filter to the plugin (same on that Epic is using with the VR Editor  
for their laser beam smoothing). It has ResetEuroFilter and RunEuroFilterSmoothing nodes  
in the VR Expansion Library to control it (or in c++ you can directly call the functions)  

Also added an auto arc calculation node to the VR Expansion Function Library so that the  
arc calculation and setting is faster and clean and is the same as the VR Editor.  

smoothed "wobble" beams.  I normally wouldn't directly port things over, however I know that people would want the   
same behavior if possible so that they have consistancy.

Also removed a silly check left over from copying code in the VRBaseCharacter.  
It likely had no effect but it should be removed. 

I’ll note, I had added and then removed some classes for clickable UMG widgets in the spectator overlay screen, while I managed eventually to get them functional the implementation didn’t feel good enough to really keep it going considering that I assume Epic will have to add it in as a base feature soon. actually took up a lot of my time week trying different workarounds and potential methods for doing it.

What I had finally settled on what a new container widget that acted like their RetainerWidget and drew all child widgets to a render target but kept its in viewport collision intact, functioned, but the amount of little hacks I had to do for things was too much for me to consider it worth keeping.

Sadly without engine source changes it just wouldn’t hit what I would consider performant and I didn’t want to make the spectator screen an additional frame behind in rendering (from the texture copy since the rendering order was wrong).

Edit I’ll re-package the pre-compiled binaries tonight, its due